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Its not dead.. seriously.
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KainMinter
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Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Mon Jul 05, 2004 9:26 am    Post subject: Its not dead.. seriously. Reply with quote

I've been a little busy... but besides running my business, preparing for my upcoming wedding, and other such time consuming things, i have been still tinkering with the project: Final Fantasy Gaiden whenever i can.

The only update I offer, is that now it will obsolutely have some pretty decent custom music to go with its sub decent graphics.


Every peice of music will be an original composition including the battle theme, fanfare, prelude, chocobo theme, etc. (Even though the chocobo, fanfare, prelude and final fantasy themes are based on the original classics, I am peicing them together myself note by note, remixing them a little along the way.)

I should have a 5-6 hour playable demo able to be made by late august or september, if i have a little more time after my wedding.

Just didn't want anyone to think my project withered away and died. ^^
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RedMaverickZero
Three pointed, red disaster!
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Joined: 12 Jul 2003
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PostPosted: Mon Jul 05, 2004 10:58 am    Post subject: Reply with quote

A 5-6 Hour Demo?! Geeze. That's a little long for a demo. Most demos range from 10 minutes to an hour or so. Why don't you just keep the players in suspense and release it all at once. I know how badly it sucks to be playing a game, and then a text box says, "END OF THE DEMO!"
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KainMinter
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Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Mon Jul 05, 2004 11:21 am    Post subject: Reply with quote

I know it is a bit long, but I wanted to give players a feel of how indepth and fun the ability system, minigames, and story are. The best stopping point i could find was after about 5-6 hours of gameplay (including the time spent playing the card game, trying the chocobo races, and doing a few side quests.). This is less than one tenth of the full length planned out, so mabey its not soo bad ^^;..

To Battle the lengthiness of it all, I will be giving players a chance to save their game at the very end of the demo, and the save game will allow them to pick up where they left off when the full version gets released. This way, no one will be forced to replay those 5 or 6 hours if they want to check out the full version later on.
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rpgspotKahn
Lets see...




Joined: 16 May 2004
Posts: 720
Location: South Africa

PostPosted: Mon Jul 05, 2004 11:23 am    Post subject: Reply with quote

I think I agree. Unless you can wrap a nice demo together of the first half an hour or hour or so.

Congrats on the wedding! Big grin Cant imagine what life must be like knowing you have someone to spend the rest of your life with... One day... I'll be there. (I hope)
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KainMinter
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Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Mon Jul 05, 2004 11:43 am    Post subject: Reply with quote

Thanks! ^o^
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RedMaverickZero
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Joined: 12 Jul 2003
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PostPosted: Mon Jul 05, 2004 1:13 pm    Post subject: Reply with quote

You mentioned Chocobo Races. Did you make it so you race the chocobo or you place a bet on one? If it is where you race, did you make it so you can breed your Chocobo?
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KainMinter
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Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Mon Jul 05, 2004 2:29 pm    Post subject: Reply with quote

There are 3 modes to play the chocobo races.

Training/Time Attack Mode:
This is the only mode that will be available in the demo. Many towns offer their own custom tracks for training chocobos for the real races. You can run through these courses solo, to get used to the controls for the real races, or try to beat your best times for the score boards and prizes. Two of the towns in the demo offer a chocobo training course.

Grand Prix Races:
The real chocobo races start to be offered a little less than half way through the game. The play control is very similar to the practice mode, with the exception that you have other chocobos to compete with here. The first time you encounter the races, you will have to rent a chocobo to compete in them. Later, when you receive the airship, you can unlock a feature that allows you to breed/train chocobos yourself and use them in the races.

Spectator/Betting:
Where the real races are held you can also come watch npc's race eachother. Make an hypothosys on who will win by looking at the contestants stats, and bet on them for a gil return.


As for the chocobo training:
The breeding/training system itself hasnt been completely smoothed out yet, but the basic principal is that you will want to raise a chocobos stats through training. Variables involved are stamina, speed, and versitility to different terrains and environments. Some of the training methods would have the stats result in a give and take effect, thus making it a little difficult to raise an ultimate chocobo (max stats all around). This chocobo will unfortunately not be usable on the world map. You'd still have to go to a chocobo forest and catch one to cruise around on. ^^
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RedMaverickZero
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PostPosted: Mon Jul 05, 2004 5:03 pm    Post subject: Reply with quote

That sounds fucking awesome. I like the idea of getting chocobos in a forest to ride around the world map, that sounds great. And it's inspired me to make a Speeder type vehicle for my world map with a similar way of coming accros them. You really have your stuff together too. It's just a shame your demo is so long...
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KainMinter
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Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Mon Jul 05, 2004 6:34 pm    Post subject: Reply with quote

Thanks ^^

What do you think about me releasing it with the option to just see a short demo showing off the features or having the choice to play through the first couple hours like i had originally planned? lol

I already have all of the 80% basic stuff to release the 6 hour demo, minus some trivial (but time consuming) stuff. I'd need to complete the same 20% to release a short demo too... But I'll brainstorm a little bit about it and try to figure out what i could release that would be just as pleasing but with a much more limited play time.

What is the game you are making, btw? What is it going to be like? Id be interested to see screenshots of it or try it out sometime. I started messing with the OHR because i miss there being new 2d rpgs to look forward to. It'd be nice to play some OHR games that are reminicent of the "good old days". ^_^
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Eggie




Joined: 12 May 2003
Posts: 904

PostPosted: Mon Jul 05, 2004 7:01 pm    Post subject: Reply with quote

This DOES sound like a great game. I remember the preview graphics, and I believe I gave them a terrific rating. I sure hope I get to see this, because frankly, I am dying to play this. Well not really... I am dying more all over FFXII, but 'hey!' I still think this game is going to be SAH-WEET!
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rpgspotKahn
Lets see...




Joined: 16 May 2004
Posts: 720
Location: South Africa

PostPosted: Tue Jul 06, 2004 1:47 am    Post subject: Reply with quote

Umm... KainMinter could you please post a few screenshots here??? Im really hyped up about this game and would like to a get a sneek preview of it... Big grin
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RedMaverickZero
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Joined: 12 Jul 2003
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PostPosted: Tue Jul 06, 2004 5:04 am    Post subject: Reply with quote

I agree, perphaps new screenshots will be cool.

http://castleparadox.com/cgi-bin/viewtopic.php?t=1816

And also, since this is your thread, I figure I won't post my pictures here of Halloween Quest II. But here's the link to where they are. The link is dead though. ^_^; anyways, send me a PM if you wonna playtest or know anything about it. I've heard nothing but good things. And as for your game, I have heard/seen nothing but good things. Heh, from you and your screenshots.
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KainMinter
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Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Tue Jul 06, 2004 4:38 pm    Post subject: Reply with quote

Hey, sorry for the late reply. At the shop right now, so i cant make any new screenshots till I get home, but I'll get some up later ^_^

Id like to note that I am planning on redoing the tilesets for the world map, beach town, and the town with the enormous silly cobblestone, since ive gotten a bit better making tiles since the first ones i popped out around a year ago.

Redmaverick:
HQ2 looks pretty good! The sprites are much higher quality than so many of the OHR games I've seen around here! I'll let you know when I have a bit of freetime to try it out ^o^ I'll send you a pm to discuss playtesting with you later =)
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Shadowiii
It's been real.




Joined: 14 Feb 2003
Posts: 2460

PostPosted: Tue Jul 06, 2004 4:45 pm    Post subject: Reply with quote

Those are beautiful. Release the demo. NOW.
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RedMaverickZero
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Joined: 12 Jul 2003
Posts: 1459

PostPosted: Tue Jul 06, 2004 5:47 pm    Post subject: Reply with quote

Halloween Quest 2 is the first game I will have ever made a decent world map with cool and spiffy tiles. However, looking at the FFG tiles has given me a lil inspiration to make small detail improvements to mine. Your tiles look awesome. The only thing that needs work (COMPARED TO TILES AND BACKDROPS) is your sprites. For some reason, the two don't look the same style.
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